Amateur astronomers play a critical role engaging the general public in astronomy. The role of individual and club-related factors is explored using data from two surveys (Survey 1 N=1142; Survey 2 N=1242) of amateur astronomers. Analysis suggests that formal or informal training in astronomy, age, club membership, length of club membership, and participation in club service are factors that contribute to the likelihood of an amateur engaging in education and public outreach. Sex (male or female) and club service were found to influence the level of outreach amateurs engage in. Interventions
Funded jointly by the Institute of Museum and Library Services (IMLS) and the MacArthur Foundation, in partnership with the and Association of Science-Technology Centers (ASTC) and Urban Libraries Council (ULC), Learning Labs in Libraries and Museums supports the planning and design of 24 learning labs in libraries and museums nationwide. The inaugural cohort of 12 sites ran from January 2012 to June 2013, and a second cohort of 12 additional sites began in January 2013 and will extend through June 2014. In addition to the primary awardees, most grants included additional institutional partners, resulting in a rich community including over 100 professionals from approximately 50 participating organizations (libraries, museums, universities, and community-based organizations). The labs are intended to engage middle- and high-school youth in mentor-led, interest-based, youth-centered, collaborative learning using digital and traditional media. Inspired by YOUmedia, an innovative digital space for teens at the Chicago Public Library, as well as innovations in science and technology centers, projects participating in Learning Labs are expected to provide prototypes for the field based on current research about digital media and youth learning, and build a "community of practice" among the grantee institutions and practitioners interested in developing similar spaces.
The MyDome project will bring 3D virtual worlds for group interaction into planetaria and portable domes. Advances in computing have evolved the planetarium dome experience from a star field and pointer presentation to a high-resolution movie covering the entire hemispherical screen. The project will further transform the dome theater experience into an interactive immersive adventure. MyDome will develop scenarios in which the audience can explore along three lines of inquiry: (1) the past with archeological reconstructions, (2) the present in a living forest, and (3) the future in a space station or colony on Mars. These scenarios will push the limits of technology in rendering believable environments of differing complexity and will also provide research data on human-centered computing as it applies to inquiry and group interactions while exploring virtual environments. The project proposes to engage a large portion of the population, with a special emphasis on the underserved and under-engaged but very tech-savvy teenage learner. Research questions addressed are: 1. What are the most engaging and educational environments to explore in full-dome? 2. What on-screen tools and presentation techniques will facilitate interactions? 3. What are the limitations for this experience using a single computer, single projector mirror projection system as found in the portable Discovery Dome? 4. Which audiences are best served by exploration of virtual hemispherical environments? 5. How large can the audience be and still be effective for the individual learner? What techniques can be used to provide more people with a level of control of the experience and does the group interaction enhance or diminish the engagement of different individuals? 6. What kind of engagement can be developed in producing scientific and climate awareness? Does experiencing past civilizations lead to more interest in other cultures? Does supported learning in the virtual forest lead to greater connection to and understanding of the real forest? Does the virtual model space experience excite students and citizens about space exploration or increase the understanding of the Earth's biosphere? The broader impacts of the project are (1) benefits to society from increasing public awareness and understanding of human relationships with the environment in past civilizations, today?s forests and climate change, and potential future civilizations in space and on Mars; (2) increasing the appeal of informal science museums to the tech-savvy teenage audience, and (3) significant gains in awareness of young people in school courses and careers in science and engineering. The partners represent a geographically diverse audience and underserved populations that include rural (University of New Hampshire), minority students (Houston Museum of Natural Science) and economically-distressed neighborhoods (Carnegie Museum of Natural History). Robust evaluation will inform each program as it is produced and refined, and will provide the needed data on the potential for learning in the interactive dome environment and on the optimal audience size for each different type of inquiry.
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TEAM MEMBERS:
Annette SchlossKerry HandronCarolyn Sumners
This project is making enhancements to two existing websites, the Black Hole Encyclopedia and the Spanish version Enciclopedia de Agujeros Negros. The original websites were created by the PI under his NSF CAREER grant. The enhancements include 20 additional black holes in the Directory section, new listings in the Popular Culture section, profiles of six leading black hole researchers (including the PI), audio podcasts, a new section on the history of black hole research, and extensive graphics and animations. The evaluation of the website is expected to add to the informal science education community's knowledge of how the internet is being used to support science learning.
The Sharing the Universe (STU) project was funded by NSF in 2007 to develop and make available resources and supports to deepen and broaden the education and public outreach (EPO) of amateur astronomy clubs who are members of the Night Sky Network. To achieve this goal, the project funded a development group: the Astronomical Society of the Pacific, and a research group: Institute for Learning Innovation. These two groups were to work as partners, both to study the barriers and challenges that existed for amateur astronomy clubs to educational outreach, and to apply what was learned from those
Presentation on NSF grant DRL-1043060 (""STEPS - ScienceTheater Education Programming System: A Vehicle for Professional Development, Enhancing Professional Identity, and Communicating Science"") presented at the CAISE Convening on Professional Development and Informal Science Education, February 2nd, 2012.
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TEAM MEMBERS:
Brad McClain
resourceresearchMuseum and Science Center Programs
Presentation on NSF grant DRL-0451933 (""Astronomy from the Ground Up: Building Capacity in Smaller Informal Science Education Institutions"") presented at the CAISE Convening on Professional Development and Informal Science Education, February 2nd, 2012.
Visitor Baseline study for Science on a Sphere at the Denver Museum of Nature & Science. Resource includes Research Assistant Protocol and Visitor Questionnaire.
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TEAM MEMBERS:
Andrea GironDenver Museum of Nature & Science
In August 2009, the Program Evaluation and Research Group (PERG) at Lesley University contracted with the project's PI at the University of New Hampshire (UNH) to evaluate My Dome: Defining the Computational and Cognitive Potential of Real Time Interactive Simulations in an Immersive Dome Environment, an NSF funded grant. The project focuses on creating interactive experiences in immersive virtual environments, and builds off previous work the PI and co PIs have done in developing films and immersive experiences in domes and traveling domes. The project includes staff from the Carnegie Museum
“The Fabric of the Cosmos” is a special four-hour NOVA series that takes viewers to the frontiers of physics to see how scientists are piecing together the most complete picture we have ever had of space, time, and the universe. Based on the book of the same title by Columbia University physicist and author Brian Greene, "The Fabric of the Cosmos" explores a world just beneath the surface of our everyday experience that we would hardly recognize a startling world far stranger and more wondrous than anyone expected. Interweaving provocative theories, experiments, and stories with clear
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TEAM MEMBERS:
Pam CastoriWGBHBecky CarrollLaura Stokes
This research project, from The University of Central Florida, and the Museum of Science and Industry, investigates a three-cycle research and development process where middle school student learners will be immersed in a mixed reality environment while interacting with functional metaphors to determine the effects of conceptual change, motivation and scientific habits of mind while engaged in learning physics content. The project is guided by the following research questions: How does the opportunity to embody elements of an immersive simulation affect a learner's propensity to experience conceptual change and develop scientific habits of mind? What design features of missed reality environments best support metaphors? What metrics are most effective for assessing learning through body-based metaphors? What are the practical considerations to creating immersive metaphor-based learning experiences in ISE institutions such as a Science Center? The investigators will use a between subjects mixed method approach with middle school students (N = 360) involving three research cycles that are performed in controlled conditions. The multiple iterations will allow modifications to the study's design to dig deeper into the data and afford more careful analysis, revisions and modifications to simulation content, protocol and data collection instruments and the technology installation. Middle school students will be recruited from local schools and the Museum of Science and Industry visitors. The evaluation plan includes the assessment of perceived values of using whole-body metaphors within mixed reality environments to learn physics. Professional audiences, educators and ISE practitioners will assess the impact, design and content associated with research on learning, mixed reality design, science and physics education. Research on understanding the process of using whole-body interactions in a mixed reality environments will help educational researchers and practitioners in the field understand the effectiveness of metaphor based learning of scientific concepts with whole body interactions. This project contributes knowledge about how people learn within informal settings. This theory-driven design approach has the potential for broad implementation in both formal and informal environments.
Many museums currently produce bilingual exhibits, but very little research exists to inform practice. The Bilingual Exhibits Research Initiative (BERI), funded by the Advancing Informal STEM Learning (AISL) program at the National Science Foundation, addressed this critical knowledge gap. This exploratory research project investigated 1) current professional approaches to producing bilingual exhibits and 2) how bilingual exhibits provide opportunities for Spanish-speaking Latinos to engage in informal science learning. BERI's research with museum and science center staff documents current professional knowledge, concerns, opportunities, and constraints involved in the creation of bilingual exhibits. BERI's research with visitors explores how content and design affords and constrains visitors' engagement in museums and science centers. This work will inform professionals about the relevant factors and potential consequences of their decisions related to bilingual exhibits.